Hi,
I'd like to know if this is possible and would ideally like a hand in making this script. There's a script which flags up animation ids when they're being played. It can also play out animations if you put in the specific animation id. This will override any animation currently being performed. What I'd like to achieve is a script that when a specific animation plays, it gives you the chance to override that specific animation with a dummy animation so you can cancel the animation.
Thanks
LUA Script for Animation Cancels in Dark Souls I
Re: LUA Script for Animation Cancels in Dark Souls I
-Gives you a chance in what way?
If you want the animation ID to automatically change to something else when the animation ID matches a value that you have predetermined, then that is easy enough. If you are wanting the game to pause while a window pops up, allowing the user to choose the animation (or something similar), then that is more involved, but still doable...albeit, probably not very practical.
Re: LUA Script for Animation Cancels in Dark Souls I
This essentially: [Link]
When I do a gesture, I cancel it with a roll. As it stands I can cancel any animation at any time. I want the ability to cancel the gesture animations at any time with another animation but only gestures.
So yes, the first method that you mention is what I want to do.
When I do a gesture, I cancel it with a roll. As it stands I can cancel any animation at any time. I want the ability to cancel the gesture animations at any time with another animation but only gestures.
So yes, the first method that you mention is what I want to do.
Re: LUA Script for Animation Cancels in Dark Souls I
Once script is activated, add an address to your table, manually, and put animation_id in the address field. Assign hotkeys for the various animation ID's.[enable]
//stuff
label(animation_id)
registersymbol(animation_id)
newmem:
cmp [register+offset],#gestureID1 //compare against gesture ID values...
je @f
cmp [register+offset],#gestureID2
je @f
cmp [register+offset],#gestureID3
je @f
cmp [register+offset],#gestureID4
je @f
jmp originalcode
@@:
cmp dword ptr [animation_id],0 //for 4 byte value
je originalcode
push edi
mov edi,[animation_id]
mov [register+offset],edi
pop edi
jmp originalcode
//originalcode
animation_id:
dd 0 //for 4 byte value
//stuff
[disable]
//stuff
unregistersymbol(animation_id)
Re: LUA Script for Animation Cancels in Dark Souls I
If you want the value to automatically change, you can set it up like this:
[enable]
//stuff
newmem:
cmp [register+offset],#gestureID1 //compare against gesture ID values...
je @f
cmp [register+offset],#gestureID2
je @f
cmp [register+offset],#gestureID3
je @f
cmp [register+offset],#gestureID4
je @f
jmp originalcode
@@:
mov [register+offset],#whateverID
//originalcode
//stuff
[disable]
//stuff
Re: LUA Script for Animation Cancels in Dark Souls I
By the way, these are for assembly scripts, no Lua...but the same can be done with Lua. If you require Lua, someone else will have to chime in.
Re: LUA Script for Animation Cancels in Dark Souls I
ty ty, I shall give it a shot
Re: LUA Script for Animation Cancels in Dark Souls I
If you need any help, just ask.
Re: LUA Script for Animation Cancels in Dark Souls I
I might have to take you up on that offer since I'm a complete noob!
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